mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
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273 lines
8.0 KiB
C++
273 lines
8.0 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is mozilla.org code.
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*
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* The Initial Developer of the Original Code is
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* Netscape Communications Corporation.
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* Portions created by the Initial Developer are Copyright (C) 1998
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either of the GNU General Public License Version 2 or later (the "GPL"),
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* or the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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/* functions that manipulate colors */
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#include "nsCSSColorUtils.h"
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#include "nsDebug.h"
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#include <math.h>
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// Weird color computing code stolen from winfe which was stolen
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// from the xfe which was written originally by Eric Bina. So there.
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#define RED_LUMINOSITY 299
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#define GREEN_LUMINOSITY 587
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#define BLUE_LUMINOSITY 114
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#define INTENSITY_FACTOR 25
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#define LIGHT_FACTOR 0
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#define LUMINOSITY_FACTOR 75
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#define MAX_COLOR 255
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#define COLOR_DARK_THRESHOLD 51
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#define COLOR_LIGHT_THRESHOLD 204
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#define COLOR_LITE_BS_FACTOR 45
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#define COLOR_LITE_TS_FACTOR 70
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#define COLOR_DARK_BS_FACTOR 30
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#define COLOR_DARK_TS_FACTOR 50
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#define LIGHT_GRAY NS_RGB(192, 192, 192)
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#define DARK_GRAY NS_RGB(96, 96, 96)
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#define WHITE NS_RGB(255, 255, 255)
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#define BLACK NS_RGB(0, 0, 0)
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#define MAX_BRIGHTNESS 254
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#define MAX_DARKNESS 0
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void NS_GetSpecial3DColors(nscolor aResult[2],
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nscolor aBackgroundColor,
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nscolor aBorderColor)
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{
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PRUint8 f0, f1;
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PRUint8 r, g, b;
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PRUint8 rb = NS_GET_R(aBorderColor);
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PRUint8 gb = NS_GET_G(aBorderColor);
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PRUint8 bb = NS_GET_B(aBorderColor);
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PRUint8 a = NS_GET_A(aBorderColor);
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// This needs to be optimized.
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// Calculating background brightness again and again is
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// a waste of time!!!. Just calculate it only once.
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// .....somehow!!!
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PRUint8 red = NS_GET_R(aBackgroundColor);
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PRUint8 green = NS_GET_G(aBackgroundColor);
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PRUint8 blue = NS_GET_B(aBackgroundColor);
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PRUint8 elementBrightness = NS_GetBrightness(rb,gb,bb);
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PRUint8 backgroundBrightness = NS_GetBrightness(red, green, blue);
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if (backgroundBrightness < COLOR_DARK_THRESHOLD) {
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f0 = COLOR_DARK_BS_FACTOR;
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f1 = COLOR_DARK_TS_FACTOR;
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if(elementBrightness == MAX_DARKNESS)
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{
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rb = NS_GET_R(DARK_GRAY);
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gb = NS_GET_G(DARK_GRAY);
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bb = NS_GET_B(DARK_GRAY);
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}
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}else if (backgroundBrightness > COLOR_LIGHT_THRESHOLD) {
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f0 = COLOR_LITE_BS_FACTOR;
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f1 = COLOR_LITE_TS_FACTOR;
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if(elementBrightness == MAX_BRIGHTNESS)
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{
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rb = NS_GET_R(LIGHT_GRAY);
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gb = NS_GET_G(LIGHT_GRAY);
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bb = NS_GET_B(LIGHT_GRAY);
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}
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}else {
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f0 = COLOR_DARK_BS_FACTOR +
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(backgroundBrightness *
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(COLOR_LITE_BS_FACTOR - COLOR_DARK_BS_FACTOR) / MAX_COLOR);
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f1 = COLOR_DARK_TS_FACTOR +
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(backgroundBrightness *
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(COLOR_LITE_TS_FACTOR - COLOR_DARK_TS_FACTOR) / MAX_COLOR);
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}
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r = rb - (f0 * rb / 100);
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g = gb - (f0 * gb / 100);
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b = bb - (f0 * bb / 100);
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aResult[0] = NS_RGBA(r, g, b, a);
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r = rb + (f1 * (MAX_COLOR - rb) / 100);
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g = gb + (f1 * (MAX_COLOR - gb) / 100);
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b = bb + (f1 * (MAX_COLOR - bb) / 100);
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aResult[1] = NS_RGBA(r, g, b, a);
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}
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int NS_GetBrightness(PRUint8 aRed, PRUint8 aGreen, PRUint8 aBlue)
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{
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PRUint8 intensity = (aRed + aGreen + aBlue) / 3;
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PRUint8 luminosity = NS_GetLuminosity(NS_RGB(aRed, aGreen, aBlue)) / 1000;
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return ((intensity * INTENSITY_FACTOR) +
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(luminosity * LUMINOSITY_FACTOR)) / 100;
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}
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PRInt32 NS_GetLuminosity(nscolor aColor)
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{
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// When aColor is not opaque, the perceived luminosity will depend
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// on what color(s) aColor is ultimately drawn on top of, which we
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// do not know.
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NS_ASSERTION(NS_GET_A(aColor) == 255,
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"impossible to compute luminosity of a non-opaque color");
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return (NS_GET_R(aColor) * RED_LUMINOSITY +
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NS_GET_G(aColor) * GREEN_LUMINOSITY +
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NS_GET_B(aColor) * BLUE_LUMINOSITY);
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}
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// Function to convert RGB color space into the HSV colorspace
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// Hue is the primary color defined from 0 to 359 degrees
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// Saturation is defined from 0 to 255. The higher the number.. the deeper
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// the color Value is the brightness of the color. 0 is black, 255 is white.
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void NS_RGB2HSV(nscolor aColor, PRUint16 &aHue, PRUint16 &aSat,
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PRUint16 &aValue, PRUint8 &aAlpha)
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{
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PRUint8 r, g, b;
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PRInt16 delta, min, max, r1, b1, g1;
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float hue;
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r = NS_GET_R(aColor);
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g = NS_GET_G(aColor);
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b = NS_GET_B(aColor);
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if (r>g) {
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max = r;
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min = g;
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} else {
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max = g;
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min = r;
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}
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if (b>max) {
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max = b;
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}
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if (b<min) {
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min = b;
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}
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// value or brightness will always be the max of all the colors(RGB)
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aValue = max;
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delta = max-min;
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aSat = (max!=0)?((delta*255)/max):0;
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r1 = r;
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b1 = b;
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g1 = g;
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if (aSat==0) {
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hue = 1000;
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} else {
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if(r==max){
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hue=(float)(g1-b1)/(float)delta;
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} else if (g1==max) {
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hue= 2.0f+(float)(b1-r1)/(float)delta;
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} else {
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hue = 4.0f+(float)(r1-g1)/(float)delta;
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}
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}
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if(hue<999) {
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hue*=60;
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if(hue<0){
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hue+=360;
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}
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} else {
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hue=0;
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}
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aHue = (PRUint16)hue;
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aAlpha = NS_GET_A(aColor);
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}
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// Function to convert HSV color space into the RGB colorspace
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// Hue is the primary color defined from 0 to 359 degrees
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// Saturation is defined from 0 to 255. The higher the number.. the deeper
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// the color Value is the brightness of the color. 0 is black, 255 is white.
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void NS_HSV2RGB(nscolor &aColor, PRUint16 aHue, PRUint16 aSat, PRUint16 aValue,
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PRUint8 aAlpha)
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{
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PRUint16 r = 0, g = 0, b = 0;
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PRUint16 i, p, q, t;
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double h, f, percent;
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if ( aSat == 0 ){
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// achromatic color, no hue is defined
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r = aValue;
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g = aValue;
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b = aValue;
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} else {
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// hue in in degrees around the color wheel defined from
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// 0 to 360 degrees.
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if (aHue >= 360) {
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aHue = 0;
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}
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// we break the color wheel into 6 areas.. these
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// areas define how the saturation and value define the color.
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// reds behave differently than the blues
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h = (double)aHue / 60.0;
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i = (PRUint16) floor(h);
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f = h-(double)i;
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percent = ((double)aValue/255.0); // this needs to be a value from 0 to 1, so a percentage
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// can be calculated of the saturation.
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p = (PRUint16)(percent*(255-aSat));
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q = (PRUint16)(percent*(255-(aSat*f)));
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t = (PRUint16)(percent*(255-(aSat*(1.0-f))));
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// i is guaranteed to never be larger than 5.
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switch(i){
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case 0: r = aValue; g = t; b = p;break;
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case 1: r = q; g = aValue; b = p;break;
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case 2: r = p; g = aValue; b = t;break;
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case 3: r = p; g = q; b = aValue;break;
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case 4: r = t; g = p; b = aValue;break;
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case 5: r = aValue; g = p; b = q;break;
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}
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}
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aColor = NS_RGBA(r, g, b, aAlpha);
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}
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